Image Editor


image-editor centered

About

Allows you to edit texture parameters

General

TypeDescription
2D TextureJust a texture
Cube MapIs a method of environment mapping that uses the six faces of a cube as the map shape
Bump MapBump
Normal MapNormal Map
Terrain

Source

Shows the characteristics of the texture. Width, height and alpha channel.

Format

FormatDescriptionCompression LevelAlpha Channel
DXT1
DXT1 Alpha
DXT3
DXT5
DBC7
16 bit (1:5:5:5)
16 bit (5:6:5)
32 bit (8:8:8:8)
8 bit (alpha)
8 bit (luminance)
16 bit (alpha:luminance)

MipMaps

MipMapsDescription
Enabled
Advanced
Point
Box
Triangle
Quadratic
Cubic
Catrom
Michell
Gaussian
Sinc
Bessel
Hanning
Hamming
Blackman
Kaiser

Bump

BumpDescription
ModeNone
Use
Use parallax
TexturePath to Bump Textures

Details

DetailsDescription
Use As DiffuseUse as diffuse detail map
Use As Bump (R2)Use as bump detail map
Texture
ScaleDetail map scale

Material

MaterialDescription
OrenNayar <-> BlinOren-Nayar shading is a lighting model used in computer graphics to render matte (rough) surfaces with respect to their micro geometry.
Blinn shading uses a combination of diffuse and specular light reflection to achieve a more realistic image of shiny objects
Blin <-> PhongBlinn shading uses a combination of diffuse and specular light reflection to achieve a more realistic image of shiny objects.
Phong shading model can achieve good visual results, making objects appear more three-dimensional and realistic, but at the same time it cannot always accurately reproduce lighting effects on more complex or uneven surfaces
Phong <-> MetalPhong shading model can achieve good visual results, making objects appear more three-dimensional and realistic, but at the same time it cannot always accurately reproduce lighting effects on more complex or uneven surfaces.
Metal shading is focuses on the realization of materials imitating metallic surfaces
Metal <-> OrenNayarMetal shading is focuses on the realization of materials imitating metallic surfaces.
Oren-Nayar shading is a lighting model used in computer graphics to render matte (rough) surfaces with respect to their micro geometry
PBR
Weight“Weight” of shading model
range is 0 - 1

Flags

FlagsDescription
Dither
Dither Each MIP
Implicit Lighted

Fade

FadeDescription
Enable Color
Enable Alpha
Delay ‘n’ MIP
% of color to fade in
Color
Alpha

Border

BorderDescription
Enable Color
Enable Alpha
Color